J. Edgar Light Hover Tank (ICE)
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- Type
- Combat Vehicle
- Tech
- Inner Sphere
- Mass
- 25t
- Role
- Scout
- Intro
- 2854 Early Succession War
- Rules
- Introductory
- Cost
- 434.5K C-bills
- Move
- Armor
- 88 pts
Medium LaserSRM 2 ×2
Battle Value
433by skill
Point Value
20

View on Sarna
TR:3039 · Record Sheets: RS:3039u
Compare this unit(ICE)
J. Edgar Light Hover Tank
PV20
TP: CVSZ: 1TMM: 0MV: 16"h
ROLE: Scout
Damage
S (+0)
1
M (+2)
1
L (+4)
0
Heat not tracked

Special EE, ,
Critical hits
ENGINE½ MV and Damage
FIRE CONTROL+2 To-Hit Each
WEAPONS-1 Damage Each
MOTIVE-2 MV½ MV0 MV
Alpha Strike Stats
SkillPVSkill 0 36Skill 1 32Skill 2 28Skill 3 24Skill 4 20Skill 5 18Skill 6 16Skill 7 14Skill 8 12
Availability by era
10 eras · 25 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 1,000 |
| G1 | 2 | 875 |
| G2 | 3 | 727 |
| G3 | 4 | 572 |
| G4 | 5 | 433 |
| G5 | 6 | 372 |
| G6 | 7 | 333 |
| G7 | 8 | 294 |
| G8 | 8 | 277 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The J. Edgar Light Hover Tank (ICE) is a 25-ton hover combat vehicle fielded as a scout, built around an internal combustion engine in place of the fusion plant carried by the base J. Edgar. Cruising speed falls from 119 to 86 km/h and top speed from 184 to 130 km/h, though it remains a quick machine for its tonnage. The turret carries the same armament as the base model, a medium laser and two SRM 2 launchers, behind standard armor. Alphard Trading Corporation builds it at Alphard, alongside field refit work at Perdition and other sites.
Armor & loadout
J. EDGAR LIGHT HOVER TANK (ICE)
EnergyMissile
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Enr | T | 1 | |
| MslSRM 2 | T ×2 | 2 | 1 t ammo in B |
Systems & manufacturers
J. Edgar Light Hover Tank variants (11)
J. Edgar Light Hover Tank Role Scout Tech base Inner Sphere Rules Introductory Alpha Strike abilities SRCH, TUR(1/1/-) Introduced 2722 Battle value 544 Point value 23(Flamer) Role Scout Tech base Inner Sphere Rules Introductory Alpha Strike abilities SRCH, TUR(1/1/-) Introduced 2793 Battle value 459 Point value 23(MG) Role Scout Tech base Inner Sphere Rules Introductory Alpha Strike abilities SRCH, TUR(2/1/-) Introduced 2794 Battle value 482 Point value 24
(ICE) current variant Role Scout Tech base Inner Sphere Rules Introductory Alpha Strike abilities EE, SRCH, TUR(1/1/-) Introduced 2854 Battle value 433 Point value 20
(Cell) Role Scout Tech base Inner Sphere Rules Experimental Alpha Strike abilities FC, SRCH, TUR(1/0*/-) Introduced 2998 Battle value 398 Point value 20(Kurita) Role Scout Tech base Inner Sphere Rules Standard Alpha Strike abilities C3S, ENE, MHQ1, SRCH, TUR(2/2/-) Introduced 3053 Battle value 696 Point value 35(TAG) Role Scout Tech base Inner Sphere Rules Standard Alpha Strike abilities ENE, PRB, RCN, SRCH, TAG, TUR(1/1/-, TAG) Introduced 3053 Battle value 564 Point value 30(LAC) Role Scout Tech base Inner Sphere Rules Standard Alpha Strike abilities EE, SRCH, TUR(1/1/0*) Introduced 3070 Battle value 532 Point value 20(Light PPC) Role Scout Tech base Inner Sphere Rules Standard Alpha Strike abilities ENE, SRCH, TUR(1/1/1) Introduced 3085 Battle value 626 Point value 27(Chemical) Role Scout Tech base Mixed Rules Standard Alpha Strike abilities FC, SRCH, TUR(2/2/-) Introduced 3088 Battle value 570 Point value 32(X-Pulse) Role Scout Tech base Inner Sphere Rules Standard Alpha Strike abilities SRCH, TUR(2/2/-) Introduced 3144 Battle value 621 Point value 32